(7) Art of Defense RPG v7.9.6

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You are generals of King Talic the Ancient. Undead forces are attacking "The Great City of Sun". Defend the king and the city at all costs!

Work as a team to defend the kingdom and make your glory!
- Defend against 20 waves of enemies
- Strategize between Heroes, Units, and Towers
- Limit 4 Heroes, Max level 30, Max food 120
- RPG features explorable rpg world filled with side quests

(one main lane combines wc3 melee, TD, Maul, and Hero Defense elements with explorable rpg world)

Features old school altered melee defense experience
- All heroes given a starting passive ability
- Campaign heroes with custom skill sets
- Custom heroes based on quality Hiveworkshop models


Altered Melee Gameplay
Heros
- limit 4 heroes (starter hero level 3)
- max level 30
- str hero +100 starting hp
- agi hero +10 base damage
- 20 mana per Int point (from 15)
- 2 ability power per Int point (damage + heal)
- full heal on level up
- custom items
- illusions do 10% damage
- summons hp upgrade

Units
- max food 120
- no upkeep
- 7/7 max upgrades
- 50% faster build time
- 25% chance to respawn on death
- custom hp + damage upgrades

Towers
- custom tower builders
- upgradable custom towers
- more tiers of standard tower upgrades
- custom hp + damage upgrades


IN GAME COMMANDS
-repick

optional game commands
-Cam (1500, 1800, 2000, 2500, 3000)
-Cam Lock
-Cam Off

-King (sends king back to throne room)

Tips:
If an item does not combine, drop a recipe item and repick up

All green colored passive units are rescuable.

Chaplains can Heal and are given additional randomized spells.

King will heal you when you come within range and you are 60% or less hp. If he does not heal then go out of range and back again.

King will heal you if you enter the throne room with 60% or less hp and he is also in the throne room.



CREDITS
Original map (6) Art of Defense v3.7 was edited by TheOneIceMaster and originally made by Talic the Ancient. I then edited v3.7 and slowly added and polished elements of the map over various versions.

Resources Used from Hiveworkshop.com
- Dragon Knight (Serpent Knight) model by Gluma

- Battle Rex (Lizardman RoyalGuard) model by Gluma

- Gryphon Lord model by Grendel

- Worgen Warlord (Adelas Deathclaw) model by Sellenisko

- Fel Orc General (Chaos General) model by General Frank

- Blood Knight model by Tenebis

- Crystal Lord (Chaos the Naga) model by Misha and Godslayer

- Rune Reaver (NagaDeathKnight) model by Misha, 67Chrome, and Zerox

- Gnoll Slicer model by Kimbo

- Bloodelf Paladin model by General Frank

- Black Mage model by -Grendel

- Gnome Warrior (HeroShieldHands) model by Norinrad

- Ancient Sage (Arakkoa Sage) model by Cavman and Hawkwing

- Knight of the Ebon Blade model by Hawkwing

- Troll Spearmaster (Jungle Troll Skullsplinter) model by Norinrad

- Goblin Servant (Goblin Worker) model by oBs3rv3r

- Pandaren Sage model by Norinrad

- Pandaren Kyo Warrior model by Norinrad

- Tigerian Slicer model by General Frank

- Night Elf Blademaster model by Ket

- Night Elf Swordmaster (Commander Jarod) model by Atasha JG, Grey Knight, and Tenebrae

- Night Elf Warrior (Druid War Soul) model by AhhFreshWeeD

- Archdruid of the Moon model by J.Eggermont (aka Garfield) and skin by Dmitry Rommel (aka Bezdomniy)

- Guardian of the Grove model by Figueiredo00

- Unbroken Battlemaiden (Unbroken Sage) model by Dickxunder

- Draenei Battlemaster model by Kimberly and Werewulf

- Tidebaron model by Dickxunder

- Warqueen model by Tarrasque

- Naga Paladin (Royal Guard) model by Tarrasque

- Human Axemaster (Heavy Axeman) model by JesusHipster

- Blood Elf Slicer (Bloodelven Warrior) model by General Frank

- Phoenix Lord (Avatar of Fire) model by General Frank

- Gnoll Wolfrider model by Werewulf

- Dark Troll Priestess (Dark Troll Totemic) model by AnemicRoyalty

- Void Imp (Scamp the Imp) model by MC and Chriz

- Reaper model by Ket

- Undead Warrior (Skeleton Champion) by Jhotam_3Dcool&create

- Mage Hunter, Undead Keeper, Troll Blademaster, Orc Paladin, Death Warden, Sentinel of the Moon, Valkyrie, Phoenix Guard, Naval Mage, High Elf Battlemaiden, Blood Elf Red Mage, and Blood Elf Death Knight models by Ujimasa Hojo

- Scarlet Champion, Phoenix Warrior, Sunken Commander, and Forsaken Battlemaiden models by kangyun

- Fel Archon and Goblin Guardian models by PROXY

- Goblin Warmechanic model by DwarfZealot and Nazrook Geargrind

- Goblin Technomage model by Rizz_Boomer

- Goblin Juggernaut model by Sunchips

- Shadow Priest model by loktar

- Night Elf Paladin model by Atasha JG

- Battle Mage (Gandalf) model by HerrDave



HALL OF WINNERS
<heroes guild>
Here within lies the inscriptions of past Defenders who were victorious at defending the Kingdom. Requires npc King.


v7.7.2
mic, VandalHeart, CrankyPants, yoMiKED, Orogar

v7.7.1
Mass, commie, SpeedyRogue, Dokeysucker, LoneWolf, yoMiKED, Orogar

v7.7.1
Showside, Hades, Orogar, yoMiKED, xDzswordx, Samaell

v7.6.5
Mass, HauntedZeus, Orogar

v7.6.5
The, Kez, FORTHEHORDE, LoneWolf, yoMiKED, Orogar

v7.6.4
HauntedZeus, Allo, mass, FlyingCat777

v7.6.2
mass, Assassin-Crazy, haza, noobs_way, jerrylee7770, azngunzfoo, Mirvanna

v7.6.2
HauntedZeus, silver_raiders, haza, Kappazord, azngunzfoo

v7.5.4
tomoto (70 Mage Hunter), azngunzfoo (70 Orc Paladin), RoXas0 (70 Ranger), Taykay (50 Black Mage), Lok'Lak (70 Axemaster), flyingcat777 (70 Blademaster, 40 Shadow Hunter), PewwPewwPeww (70 Axemaster, 47 Shadow Hunter)

v7.5.4
PewwPewwPeww (70 Axemaster, 32 Shadow Hunter), Lok'Lak (67 Axemaster), HappyFir3 (31 Reaper, 22 Crypt Lord), FlyingCat777 (70 Blademaster, 36 Troll Blademaster), azngunzfoo (62 Blood Knight)

v7.4.1
FlyingCat777 (70 Axemaster), cretel (70 Unbroken Battlemaiden), lolxdxd (70 Axemaster)

v7.3
TUFX (70 Demon Hunter), cretel (70 Unbroken Battlemaiden), daggerwolf (59 Priestess of the Moon), Wrda (51 Demon Hunter), Nevius (34 Phoenix Lord), Yunishaa (29 Dark Ranger)

v7.3
cretel (70 axemaster), FlyingCat777 (70 axemaster), azngunzfoo (70 Battle Rex), Demethos (70 Unbroken Battlemaiden), chefhuman (31 Archmage), pl4ton (37 demon hunter)

v7.2.1
Keldus (100 Human Axemaster), Bluedice (100 Blademaster), Haunted (100 Naval King), azngunzfoo (98 Battle Rex), Shado (28 Battle Rex)

v7.2.1
Haunted (100 Naval King), Ya_Sun (68 Human Axemaster), Jinhaoda (50 Blood Knight), Timezero (27 Human Axemaster), Nar6 (21 Troll Spearmaster)

v7.1.5
keldus, destruction, barambaram (left)

v7.1.5
NWill, Drammo

v6.7
vex193, azngunzfoo, baram2101

v6.7
Drammo, NWill, LesSilnee (eatsports)

v6.6
Nwill, Drammo

v6.1
Minirott, Nimer, ssbness, iansdoor, skillganon (twitch.tv/skillganon)

v5.7
stateofmyers, Arexander, mentos-citron, PorkChop123, Clarklee, worst-noob-ever

v5.7
red_axe, Xenium, cvier2, worst-noob-ever, valdenis (left)

v5.2
azngunzfoo, keldus, fortas16, LordPie, Liegestuhl, Robovision

v4.8
azngunzfoo, stargan, Patrek, ironstar, Vegeta2014

v4.8
umti, Vegeta2014, Uther, azngunzfoo, Guo520, strik3

v4.20
shadowkinglord, Robovision, whitepianokey, azngunzfoo, daggerwolf, teeheejh

v4.20
Legion1, PowerElement, patryk20, Guo520, TheWeedWarlock, azngunzfoo

send replays to [email protected] with list of player names and patch v

in game suggestions, world editor questions, and inquiries on donating to help support my map making also accepted



CHANGELOGS
Current official patch v is (6) Art of Defense v6.9.4 and as of patch 7.0+ art of defense will focus more on rpg content with added player slot and will be renamed to (7) Art of Defense RPG

7.7.4 - update to blademaster's call content, new items added, ability changes for various heros, custom upgrades at main hall slightly nerfed, wave difficulty slightly increased

7.6.5 - blademaster's call expansion, 12 new heroes (Scarlet Champion, Battle Mage, Phoenix Warrior, Sunken Commander, Shadow Priest, Forsaken Battlemaiden, Fel Archon, Night Elf Paladin, Goblin Warmechanic, Goblin Technomage, Goblin Juggernaut, Goblin Guardian), Hero Max Level now 30 (from 70), save system removed, end boss exp rates nerfed, wave difficulty reduced, creeps now give triple exp, all custom hp upgrades at main hall reduced by half,

7.5 - update to deathknight's plight content, limit 4 heroes (only saves currenty picked hero), most hero abilities given additional levels, tomes now cost 850g (from 550), shared upgrades, end bosses nerfed, save codes reset

7.4 - deathknight's plight expansion, 12 new heroes (Mage Hunter, Undead Keeper, Troll Blademaster, Orc Paladin, Death Warden, Sentinel of the Moon, Valkyrie, Phoenix Guard, Naval Mage, High Elf Battlemaiden, Blood Elf Red Mage, Blood Elf Death Knight), Ability Power now also affects item spells (1 int = 2 ability power), save codes reset, load command now has 5 min cooldown, Food Limit now 200 (again), slight buffs to end game waves, various bugfixes

7.3 - Hero Max Level now 70 (from 100), Food Limit now 250 (from 200), Army Units now have a chance to gain a passive ability on spawn, minor bugfixes

v7.2 - update to kumite hero arena content, limit 1 hero (again), save codes reset

v7.1.5 - update to kumite hero arena content, max heroes 4 (again)

v7.0 - max level now 100 (from 30) and limit 1 hero, votekick system by eleljrk, itemstacking system by Googlieeyes, save/load system by TriggerHappy

v6.9 - bugfix to kumite hero arena content, early game difficulty and time between waves increased, bugfix to ability power (1 int = 2 ability power) interaction with damage and heal spells, buffs to custom towers

v6.8 - kumite hero arena expansion, slight changes to waves, Food Limit now 200 (from 100), each point of Intelligence now grants 2 ability power (affects spell damage and healing), Battle Roar duration and cooldown doubled, Lobotomize now does 700 damage (from 540), Unbroken Battlemaiden now has Critical Strike passive (replace Feedback), Night Elf Blademaster now has Drunken Brawler (replace Critical Strike), Blood Knight now has Magic Defense passive (replace Critical Strike) and Critical Strike (replace Firebolt), custom upgrade Glyph of Damage added to main halls

v6.7 - starting resources doubled, custom summoned unit and tower hp upgrades added to main halls, heroes starting armor -1 change reverted (no longer applies) and is back to standard values, Divine armor type now takes 50% damage from all sources (from 35%), slight buffs to various spells, emissary event now lasts another round (until end of wave 5)

v6.6 - various bugfixes, unit upgrades now working properly, +10 to base damage for all agility based heroes(except Human Axemaster), Frost Armor can now autocast

v6.5 - neutral passive now treat players as allies and vice versa, custom unit hp upgrade added to main halls, max upgrades now 7/7 (from 5/5), Enemy forces upgrades now 6/6 (from 5/5), Kingdom forces upgrades now 5/5 (from 4/4), Divine armor type now takes 35% damage from all sources (from 25%), Ancient Gold Mine now regenerates hp (again), Akama, Unbroken Battlemaiden, all Battle Mages(Gryphon Lord, Phoenix Lord, Reaper), and Archdruid of the Moon(Moonkin Form) now have Chaos attack type, Spell Immune Amulet now renamed to Anti-Magic Amulet and cooldown reduced to 35/25 (from 45,30), Tomes gold cost now 590 (from 650), Manual of Health gold cost now 370 (from 400)

v6.4 - various bugfixes

v6.3 - shop and tavern tooltip updates (by ssbness), player units now have a 25% chance to respawn on death, unit build times reduced by half, advanced tower upgrades now have 10 armor (from 5), slight nerfs to late game waves, all marketplace items cost slightly increased, Lobotomize now does 540 damage (from 450), Ghoul Frenzy upgrade no longer applies to skeletons

v6.2 - 21 new custom campaign heroes (Pandaren Sage, Pandaren Kyo Warrior, Tigerian Slicer, Nightelf Blademaster, Nightelf Swordmaster, Nightelf Warrior, Archdruid of the Moon, Guardian of the Grove, Unbroken Battlemaiden, Draenei Battlemaster, Tidebaron, Warqueen, Naga Paladin, Human Axemaster, Bloodelf Slicer, Phoenix Lord, Gnoll Wolfrider, Dark Troll Priestess, Imp, Reaper, Undead Warrior), bugfix and slight changes to sleepysage slumberingdruid and swordinthestone content, slight changes to peasantlord and goblinking content, slight changes to earlier waves, various 1 tier unit upgrades now have a tier 2 upgrade, all 4 tier unit upgrades now have a tier 5 upgrade, Enemy forces upgrades now 5/5 (from 4/4), Mirror Images and Illusions now do 10% damage, Evasion passive now 20% to evade (from 15), Attribute Bonus now gives 4/8/12/16 points to all stats (from 3/6/9/12), Manual of Health now grants 70 hit points (from 50), all Kelen's Dagger items now grant an extra +5 to attack damage, buffs to various summoning spells, Sentry Ward item and ability now spawns Serpent Ward level 2 (from level 4) and duration reduced by half

v6.1 - new custom campaign hero (Troll Spearmaster), Kingdom forces upgrades now 4/4 (from 3/3), bugfix and changes to sleepysage slumberingdruid and swordinthestone content, slight changes to peasantlord and goblinking content, rescues (green colored passive units) now working properly, Ancient Gold Mines no longer regenerate hp

v6.0 - bugfix and slight changes to sleepysage slumberingdruid and swordinthestone content, mana gain per point of Intelligence now 20 (from standard 15) ,Death Knight of the Ebon Blade now has Vampiric Aura passive (replace Black Arrow), many charged purchasable items have gained an extra charge use

v5.9 - new custom campaign hero (Death Knight of the Ebon Blade), sleepysage slumberingdruid and swordinthestone expansion (side quests), slight buff and bugfix to peasantlord and goblinking content, changes to waves, level up now gives 100% hp and mana, kingdom npc heroes are now shops and town halls, armor type Divine now takes 25% damage from all types (from 5%), final wave bosses regain Divine armor type (again), ancient gold mines now have Divine armor type, 2 new item recipes (at Medivh), item and ability Sentry Ward now summon Serpent Wards, Battle Mage (Gryphon Lord) now has Feedback passive (replace Brilliance Aura) and Mana Shield (replace Mana Drain), slight buff to Storm, Earth and Fire (Brewmaster), creep call for help range, radius to notice building, and guard distance lowered, creep guard distance and chase time increased

v5.8 - Enemy forces upgrades now 4/4 (from 3/3), various changes to wave boss spells, peasantlord and goblinking expansion (side quests), Raise Dead (Hero) cooldown now 9 seconds (from 15), Dark Minions (Black Arrow, Raise Dead) now gain Undead skeleton upgrades, Ghoul Frenzy now affects Undead skeletons, Avatar duration and cooldown reduced by half, Mana Burn now does 75/150/225 damage (from 50/100/150), Cleave passive aoe radius slightly reduced (standard 150 was 210 now 190) and now does 35% damage (standard 25 was 40 now 35), Permanent Immolation Red now does 15 dps (from 12), mask of death lifesteal now 39/42% (from 40/45%), multiboard bugfix

v5.7 - 3 new custom heroes (Bloodelf Paladin, Black Mage, Gnome Warrior), 1 new campaign hero (Lady Vashj), all 3 tier unit upgrades now have a tier 4 upgrade and time increments doubled, tooltip updates, minor changes to later waves, item Manual of Health now 340g (from 400g), Blood Knight now has Bladestorm again (replace Phoenix), Lobotomize now has 30 sec cooldown (from 45), added enemy spell cast floating text, reworked kill counter, added king hp bar, added kingdom npc names

v5.6 - updated standard hero tooltips, new hero (Rune Reaver), old "Rune Reaver" hero now called "Crystal Lord", added new mobility item (recipe at Medivh), -1 to all heroes starting armor (readded again), Medivh now casts Inner Fire, resource trading increments doubled, late game waves slightly nerfed, Blood Knight now has Flame Strike (replace Breath of Fire) and Phoenix (replace Bladestorm), Battle Rex now has Breath of Fire (replace Drunken Haze), Fel Orc General now has Cleave passive (replace Command Aura) and Drunken Haze (replace Acid Bomb), King and Relex items slightly nerfed, Death Mask of Death now has 45% lifesteal (from 40% mask of death), xp gain radius now 1800 (from 1200), added player spell cast floating text

v5.5 - added new legendary items (recipe at Medivh), slightly lowered difficulty for late game waves, all heroes starting armor -1 change from map v5.3 reverted, exhume corpse disabled for Enemy forces, changes to Blood Knight spells, Feedback passive now burns 40 mana (from 20), Lobotomize damage now 450 (from 300), Bash passive now 1 sec on heroes (from 1.5), Cleaving Attacks passive now 40% (from 30%) and slightly wider arc, minor exploit bugfix, moon wells autocast again

v5.4 - fixed interaction between bansheequeen animate dead and meatwagon corpse, tooltip update for Crushing Wave spell, Rune Reaver starting armor -1

v5.3 - added 3 new heroes, reworked and re ordered various waves, fixed red gold mine bug, -1 to all heroes starting armor, +100 hp to all strength heroes, moon wells no longer autocast, changes to Akama spells, trees now respawn after 20 minutes dead, Forked Lightning now hits 4 targets (up from 3), minor exploit fix

v5.2 - added 3 custom heroes, massive tooltip update, removed unit upkeep, max heroes now raised to 4, hero max level raised to 30 from 20, changes to Dragon Knight and Battle Rex spells, 3700g marketplace items cost reduced to 3400g

v5.1 - minor bug fixes

v5.0 - removed gold and lumber exchange, added 2 heroes, added 2 items (spell immune amulet and guardian angel), added new spells and changed attack type of various wave units.
Previews
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(7) Art of Defense RPG v7.9.6 (Map)

Reviews
deepstrasz
By the way, why do we have to select our race again if we can do so before starting the map? The Mercenary Camp near the Goblin Merchant has nothing in it? What's the role of the neutral Ancient of War? Feral Spirit doesn't say the wolves have...
Level 2
Joined
Nov 8, 2018
Messages
11
I played several versions of your map. I llke the gameplay and new improvements basicly every week. I would like to see more options to increase income, get gold mines or to do side quests to get unique items/heroes/possibility to build special units. Also as I mentioned in-game, King's suicide is hell. So hope -king command will improve his behaviour.
 
Level 5
Joined
Jul 7, 2009
Messages
42
5.9 is up new side quest content

known bug is rescuable units n towers (green) only respond to red (player 1)


edit: v6.0 is now up, which is mainly bugfixes and a stable version of 5.9, which was a big content patch

edit edit: v6.1 is now up and is the new official balance patch version
 
Last edited:
Level 5
Joined
Jul 7, 2009
Messages
42
You have not given me anything. From what I can see they're not that different. Spamming them like that is not good.
I'll give you an example. One version is for 12 players and the other is for 24. That kind of difference, not that version 5 has a troll hero and version 6 has a troll and bear hero.
sometimes it takes more than just the eye can see sometimes one must experience

just based off of patch notes, there were significant changes between 5.8 and 6.1 (basicly like a new expansion pack to the standalone game which in heart is a defense map that combines wc3 melee elements with hero defense and maul/td)
6.2 is currently the newest version with 21 new heroes in addition to some other changes and some people may not like that

also people may want to beat older maps to be recognized for it
i am also considering deleting 6.1 and just keeping 5.8 and 6.2 but will need some time to further test 6.2 for now
 

deepstrasz

Map Reviewer
Level 61
Joined
Jun 4, 2009
Messages
17,192
This is not an RPG. The other tags are OK.
Please use spoiler/hidden tags on the description to ease scrolling.

  1. You should not spam one tile terrain especially when flat. It doesn't look nice at all.
  2. Heroes have normal Warcraft spells. You should make custom ones or import some: Spells | HIVE
  3. Creeps seem to be randomly placed, not with some order or logic in mind.
  4. You could have different icons or hues for items which are a result of a combination of more items. Learn about icon editing if you want:
    Button Manager v1.8.2
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  5. Elf swordmaster and blademaster have the same icon.
Compared to a recently approved map, this one is either not that good or not too different: Art of Defense Palace v9.7

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 5
Joined
Jul 7, 2009
Messages
42
This is not an RPG. The other tags are OK.
Please use spoiler/hidden tags on the description to ease scrolling.

  1. You should not spam one tile terrain especially when flat. It doesn't look nice at all.
  2. Heroes have normal Warcraft spells. You should make custom ones or import some: Spells | HIVE
  3. Creeps seem to be randomly placed, not with some order or logic in mind.
  4. You could have different icons or hues for items which are a result of a combination of more items. Learn about icon editing if you want:
    Button Manager v1.8.2
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  5. Elf swordmaster and blademaster have the same icon.
Compared to a recently approved map, this one is either not that good or not too different: Art of Defense Palace v9.7

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/


funny enough my old wc3 acc from the 2000s was NotWhatItSeems, thanks for the suggestions but i want as few custom spells as possible in order to keep it altered melee but still based on wc3 standard melee with minimal quality of life changes, the terrain may be improved upon slightly but i dont plan on changing the icons much at this point

edit: did u play my map? thanks for giving shoutout to another art of defense map, but i like mine better based on actual gameplay mechanics, strategy options, and replayability, as compared to the one you linked.
 

deepstrasz

Map Reviewer
Level 61
Joined
Jun 4, 2009
Messages
17,192
@deepstrasz i will continue play testing and updating my map over time. hopefully it grows on u and meets ur standards
Learn about altered melee:
How to: Create a Full-working Custom Race
Custom Race Creation: Advanced Mechanics
UB - Ultimate Battle v2.20b AI+
Deforestation of Felwood v2.1.1
Nightborne v1.04
Planetary Domination v2.04
Sands of Time [v1.9]
The Grand Citadel (Racial Issue 1.6)

Recycling Warcraft III assets over and over is not only unoriginal but has lost charm.
 
Level 2
Joined
Nov 8, 2018
Messages
11
I have played the latest version and its much more fun and repeatable. I like how you added creeps around the map and rescuable units.

The second mine got divine armor and huge regeneration. Not really sure if its possible to kill it.

Orc buildling upgrade seems not to benefit orc towers (no idea if it benefits other buildings as I didnt check them).

I could create only one boots of teleportation. Recipe is not working second time so only one hero can have them and others can have only teleportation item.

Its much more fun now. I hope we will meet in-game soon.

Btw right now this map is much better than Palace. Palace feels very empty and there is not much things to do. I doubt races are balanced. In map created by AzNGuNzFoo there are not added races but default ones got more upgrades, more heroes to choose from and offers more to discover.
 

deepstrasz

Map Reviewer
Level 61
Joined
Jun 4, 2009
Messages
17,192
  1. By the way, why do we have to select our race again if we can do so before starting the map?
  2. The Mercenary Camp near the Goblin Merchant has nothing in it?
  3. What's the role of the neutral Ancient of War?
  4. Feral Spirit doesn't say the wolves have Evasion.
  5. Maybe you could add some interesting upgrades in the lumber mills too. Actually, I suggest moving the ones for upgrading summoned units, towers and whatnot there so you should not be forced to use them later after reaching the last tier. Also, set proper icon positions for them as they move from place to place when clicking one of them.
  6. Except for the middle part where the action is, the rest of the map, especially the sides are heavily disorganized.
  7. Selling combined items doesn't give any resources in return.
  8. How are green units rescuable? They don't become the player's once you get near. If you meant the runes of rebirth, then that's another story.
  9. Vol'jin's Sentry Ward is actually a Serpent Ward... His Statis Trap requires the Witch Doctor upgrades which shouldn't because it's a neutral unit we're talking about. Say a human player takes the unit. What then?
  10. No, Gem of True Seeing? Those invisible serpent wards are killer.
  11. One of the green dragons from a wave went somewhere to the northwest but the returned.
  12. No use having neutral racial shops since they don't have all the items available due to the tier requirement.
  13. Hippogryph eggs summon green dragons!?
  14. The northern part of the map is too empty and monotonously looking.
All in all, it's OK but very chaotic.

Approved.

(previous comments: (6) Art of Defense v6.8)
 
Level 5
Joined
Jul 7, 2009
Messages
42
  1. By the way, why do we have to select our race again if we can do so before starting the map?
  2. The Mercenary Camp near the Goblin Merchant has nothing in it?
  3. What's the role of the neutral Ancient of War?
  4. Feral Spirit doesn't say the wolves have Evasion.
  5. Maybe you could add some interesting upgrades in the lumber mills too. Actually, I suggest moving the ones for upgrading summoned units, towers and whatnot there so you should not be forced to use them later after reaching the last tier. Also, set proper icon positions for them as they move from place to place when clicking one of them.
  6. Except for the middle part where the action is, the rest of the map, especially the sides are heavily disorganized.
  7. Selling combined items doesn't give any resources in return.
  8. How are green units rescuable? They don't become the player's once you get near. If you meant the runes of rebirth, then that's another story.
  9. Vol'jin's Sentry Ward is actually a Serpent Ward... His Statis Trap requires the Witch Doctor upgrades which shouldn't because it's a neutral unit we're talking about. Say a human player takes the unit. What then?
  10. No, Gem of True Seeing? Those invisible serpent wards are killer.
  11. One of the green dragons from a wave went somewhere to the northwest but the returned.
  12. No use having neutral racial shops since they don't have all the items available due to the tier requirement.
  13. Hippogryph eggs summon green dragons!?
  14. The northern part of the map is too empty and monotonously looking.
All in all, it's OK but very chaotic.

Approved.

(previous comments: (6) Art of Defense v6.8)

1. back when bot hosting was a thing we could not choose race in lobby
2. its a mercenary camp event - kill the stonemaul ogres to unlock these camps
3. it belongs to kingdom ally npc and since Neutral Hostile follows long distance in this map it can be useful to help you kill mobs early game
4. most units have been given additional passives to compensate for the altered melee gameplay, will update tooltips
5. i prefer to keep them at the town hall for now since i feel that the custom upgrades are strong, and the standard upgrades at blacksmith, warmill, etc. now max at 7/7
6. the middle lane is the main defense game, the rest of the map is a mini rpg filled with side quest content. in theory one can ditch defending n just go adventure (explore map)
7. legendary items are priceless lol but shopkeepers may be able to appraise their value in the future, for now share replaced/unused items with teammates, its a team game
8. rescue green colored units by right clicking when near
9. all sentry wards are replaced with serpent wards. for Voljin the statis trap is intended for Orc players that research that upgrade, but i may change this
10. there is dust of appearance in Goblin Merchant and there are Gems of True Seeing scattered throughout the map as well as in loot tables
11. wc3 dragon ai sometimes have them devour units and seek fountain of health
12. yes this is intended, its more small for fun stuff that may help in certain scenarios
13. green dragon egg
14. still working on releasing content and filling the map!

thanks for the input. give some more time on the map, its easy to learn but added altered melee mechanics and map layout, in addition to standard wc3 melee mechanics and map difficulty, makes it harder to master

many strats are viable as well as tactics used to defend against waves
 
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deepstrasz

Map Reviewer
Level 61
Joined
Jun 4, 2009
Messages
17,192
most units have been given additional passives to compensate for the altered melee gameplay
That is beside the point that the descriptions should contain everything about the units.
2. its a mercenary camp event - kill the stonemaul ogres to unlock these camps
Was there info about that somewhere?
9. all sentry wards are replaced with serpent wards. for Voljin the statis trap is intended for Orc players that research that upgrade, but i may change this
Well, then replace the icon and description with that of Serpent Wards.
10. there is dust of appearance in Goblin Merchant and there are Gems of True Seeing scattered throughout the map as well as in loot tables
Yeah found a gem somewhere to the north-west but pretty late. I mean if you don't know the enemies have permanently invisible units, you don't really think of buying any Dust of Appearance. And not having an idea about that might make you restart the game because your towers are being decimated by the invisible wards.
13. green dragon egg
Do they steal them for food?
 
Level 27
Joined
May 21, 2013
Messages
1,585
v5.8 can be considered altered melee but very much melee although not standard lol

6.9.4 n 7.1.5 are wc3 altered melee defense rpg

there is not such thing as "very much melee", melee is a very strict category.

when you map there is a tool that says melee map yes.
upload_2019-3-15_23-57-44.png

upload_2019-3-15_23-58-39.png


if you search for melee maps only in the hive, you will see that your map dont fit like the others.

upload_2019-3-16_0-3-51.png


There is a melee comunity, competitive melee contests,
please I would like to ask again
remove the melee tag and keep the altered melee tag so searcher of the Hive will show properly melee maps.


a map can not be melee and altered at the same time, those categories are totally un-compatible,.
also melee maps should show the minimap as screen.
 
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Level 1
Joined
Aug 5, 2017
Messages
3
I realy like to play this map.
I think its not perfectly balanced in a lot of ways but i realy love this system of exploring and defending.
 
Level 5
Joined
Jul 7, 2009
Messages
42
Do they have AI or they attack-move to king point?
both, the enemy forces will attack to position of king, and all computer controlled forces including neutral hostile have warcraft 3 ai
for example, if u cast channeling spells in front of enemy force units that have interupts they will use it
there are also trigger controlled ai such as having them use blink to kite
 
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Dr Super Good

Spell Reviewer
Level 62
Joined
Jan 18, 2005
Messages
27,048
Might I suggest abusing "unit enters playable map area" event less. That event is extremely resource intensive due to creating a huge region and enough of them will cause unit movement and path finding to chug and even out right break. A map should only have that event once, with all other triggers running from that.

What is the point of the save/load if no items or hero stats save/load? Literally only hero level saves/loads.

What is the point of the top left green player? The starting position is abysmally cramped, and near impossible to play as Night Elves. Additionally due to the constant stream of orcs they cannot really help with defending, or doing much else for that matter. At least give them a larger free space around their town hall to build core buildings. This space should also be free of neutral units so that the player has the full area to build. If it is intended to "level" heroes then the orc attack should be turned into respawning raids rather than a constant pressure that prevents them from roaming the map properly. Maybe add a portal so green can go and help defend the king.

What is the point of most of the map content? Players struggle to defend the King and certainly do not have the time to go waltzing around to the far corners of the map. Maybe I am not understanding something but to me this seems a lot of effort to go through for something players never use.

This is especially the case with most of the custom heroes. Due to abilities, some are clearly a lot better than others. One could literally remove 4/5 of the custom heroes and no one would care.

To me this map looks like a lot of effort was wasted with it. Areas that people never visit. Heroes that people never use or should use. Even a player who's existence currently seems questionable.
 
Level 6
Joined
Sep 15, 2015
Messages
215
Might I suggest abusing "unit enters playable map area" event less.
I agree. This map couldve been made lighter to run and there is a lot of wasted potential. Triggers are messy.
I did add melee AI to this map and it worked very well but game freezes and crash after 10 minute because too many units were spawning and moving to the King position.
 
Level 5
Joined
Jul 7, 2009
Messages
42
Might I suggest abusing "unit enters playable map area" event less. That event is extremely resource intensive due to creating a huge region and enough of them will cause unit movement and path finding to chug and even out right break. A map should only have that event once, with all other triggers running from that.

What is the point of the save/load if no items or hero stats save/load? Literally only hero level saves/loads.

What is the point of the top left green player? The starting position is abysmally cramped, and near impossible to play as Night Elves. Additionally due to the constant stream of orcs they cannot really help with defending, or doing much else for that matter. At least give them a larger free space around their town hall to build core buildings. This space should also be free of neutral units so that the player has the full area to build. If it is intended to "level" heroes then the orc attack should be turned into respawning raids rather than a constant pressure that prevents them from roaming the map properly. Maybe add a portal so green can go and help defend the king.

What is the point of most of the map content? Players struggle to defend the King and certainly do not have the time to go waltzing around to the far corners of the map. Maybe I am not understanding something but to me this seems a lot of effort to go through for something players never use.

This is especially the case with most of the custom heroes. Due to abilities, some are clearly a lot better than others. One could literally remove 4/5 of the custom heroes and no one would care.

To me this map looks like a lot of effort was wasted with it. Areas that people never visit. Heroes that people never use or should use. Even a player who's existence currently seems questionable.
Yo i would say give more time to the map try out some diff strats. I focus more on gameplay than programming not too good with triggers I will try to fix.

Save and load RPG was added to make game a bit more depth and a little easier since u can load max lvl (and explore map). Strong enough without loading with weps n tome stats.

Top left (Green) is basically the team jungler. U can clear map, help king, or def ur own wave as your orc wave spawn does run past you and join main wave. You can buy teleport items (and combine travel boots) at goblin merchant. I do think green is better for tower or hero players than army players tho I have seen it work. Be creative with clear space for base if u go army.

As far as heroes go I do believe there are many optimal heroes and strats/builds for them that do utilize many playstyles. And aesthetics

Map is easy to learn but hard to master.
Glhf
 
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